Primal Amulet Discussion

19 hours ago

Nice idea you have forming but I would cut Raiders' Wake for copies of
primal amulet
. I know you don't need to get the raid trigger for wake to be useful, but it is overall slow and has no immediate impact on the game when played. While Amulet falls into a similar category of no immediate impact; it does make it so your Torment of Hailfire becomes lethal almost as soon as you can cast it from the flip in a lot of cases. The Amulets reduction to costs is also very helpful in most ways for your deck.

I would also suggest taking out the Dreamstealer and turning them into Supreme Will as the card gives you some main board counter spell that can be used to dig for your Torment or Amulet.

I would also suggest removing a few of the bounce cards to allow for some more counter magic: Disallow. This way you can have a more permanent solution to threats being cast and can stop someone from using Field of Ruin on your flipped Amulet.

2 days ago

I'm glad you liked my suggestions. I have a Omnath deck of my own (haven't uploaded it yet) where I have those cards but I'm reforming it because I can't make it work (that's why I was checking your deck), Omnath is expensive and it takes forever to star rolling even having tons of ramp. For me the problen is the deck being to heavy to move and passing the first turns doing nothing but taking lands out of the library and when I finally get to cast Omnath they kill it and now you have to get to 9 mana. Also I have big problems with flyers, I like your choices of Ulvenwald Hydra, Tornado Elemental and Cloudthresher, I was planning to run them myself.

Keep in mind that every meta is different, what works for me, won't necessarily work in your meta. From your deck I'd cut:

Apocalypse Hydra I'd cut it because it only synergize with the Elemental Mastery otherwise is another expensive underperforming fatty, you can put the elemental mastery on any of your power 5 creatures and get a good value out of it.

Golden GuardianFlip from among all the fliplands in IXL and RIX that's probably the one I like the least, you need mana to play and flip it and you also need a big creature of your own to kill it in a fight, when you flip it you create tokens that don't synergize with the deck so I don't really see the point of it in this deck. If you have it because it produces two mana IMO Dowsing DaggerFlip for a total of mana, you can flip it the same turn you play it and you can give the tokens to a player and attack another, on top of that the land produces 3, it's basically a cheaper situational Gilded Lotus

Frontier Guide to ramp a single land feels awfuly slow and inefficient, I'd rather play any of the CMC4 ramp sorceries.

Incandescent Soulstoke I don't think you can really win or deal serious damage by cheating a fatty for a turn and then losing it. Best thing you could throw at him is Molimo that depends on your lands, so in early game it's small in late game you can just cast it. The overal number of elementals in the deck is low. maybe something like Elvish Piper, Deathrender, Quicksilver Amulet or Champion of Rhonas instead?

Molimo, Maro-Sorcerer It's big and it has trample, but CMC7 is too high but I don't think it earns his slot without cheating it onto the battlefield.

Rubblehulk a cheap molimo without trample and Bloodrush which I guess not playing double strike you won't use that often

Spawnwrithe if there was a good plan to make this guy and his copies deal combat damage to an opponet I would love it, but he will be lucky if he manages to do it once on his own.

Whispersilk Cloak this card is way too subtle, you want to combo off and crush your opponents with your 5/5 elementals or you are going 4th of July and throw sparks everywhere. If you just want protection the boots or the greaves are better cards.

Animist's Awakening you start the game with 40 lands in a 99 card deck which mean that at best you can only expect to find one land for every mana you spend on the . I say at best because you have many ramp spells that take lands from the library lowering your chances with this spell. Try instead Boundless Realms maybe you want to include more basic lands

Clear the Land aren't there any more decent ramp spels with CMC3? find one that at leas don't give lands to your opponents Realms Uncharted don't ramp you but it will put lands in hand and graveyad, and not just basics.

Primal Growth good card but you won't have disposable creatures on your early game and as a late game card is weak. As I told you before Kodama's Reach, or Cultivate (whichever you didnt used before).

Search for Tomorrow another good card that will perform better in other decks that really need to get to four mana ASAP, IMO some beefy ramp spell would be better for Omnath. Another one I like in this deck is Khalni Heart Expedition

Evolutionary Leap swap for Ashnod's Altar, you want your sac outlets to be activated without mana and without tapping. Your opponents will probably start worrying as soon as the see this card as it is often used for infinite combos.

Rite of the Raging Storm I ended up removing this enchantment from the deck because it is slow and don't help me with my defense, it's for more aggressive decks. The elemental that pops and sacrifices is nice when you have the commander, but It doesent justify the 5 manas.

For me the problem with this deck is you need to so many card slots and turns ramping that you don't do much more. It is quite spectacular when you manage to combo off, but it feels a bit like a one trick pony. so that is why I'm tinkering with my Omnath deck trying to find balance for my meta.

6 days ago

1 week ago

Definitely don't need 40 lands. If you want to still play safe, you can drop to 38. if you want to be a little risky, I think it can work with 35. A lot of good cards, but just because they are good doesn't mean they belong. Avatar of Woe, Trophy Mage doesn't fit to the whole theme. Myr Retriever, Heartless Summoning don't seem needed. Yes, you are milling yourself too, but none of your artifacts are necessary for they deck to function. Your curve is low too, so there isn't a big need for ramp more than the staple rocks. Then, you need to think about lifespan. Creatures die most, then artifacts, enchantments, lands. Next, How are you going to go about playing the deck. It doesn't seem like you will be attacking a lot, if at all. Raiders' Wake fits, but you already have a lot of cards that do the same thing and then some. you wont be triggering Raid a lot if it all.

Compare the CMC to the effect to figure out what else you'd want to take out.

Back to mana... oh boy. Opal Palace is really only good in Voltron with few exceptions. Path of Ancestry works best in tribal, it's pretty much Crumbling Necropolis in here. I think you can live without Exotic Orchard. I didn't see any theft cards in here that require you pay for the card. Mystifying Maze is a worse version on Maze of Ith especially if used on a card with an ETB. You have way to many lands that come in tapped. This deck can be fast, but tapped lands slow you down a lot more than you realize. They aren't worth it unless they have a crazy effect.

1 week ago

2 weeks ago

Grixis AND Primal AmuletFlip?! This is definitely a deck I'm rooting for, and I wish you the best of luck with it. That said, one thing that jumps out at me is the low amount of instant speed spot removal; you might want to find some room for some Abrades in case they're running Heart of Kiran or Aethersphere Harvester as you currently don't have a reliable way to deal with them before they run away with the game.

Sadly, I think you're right about the manabase. You probably want more than 23 lands when your deck's this top-heavy, and running Cinder Barrens, Highland Lake and Submerged Boneyard is obviously not ideal (I understand this is probably a budget/availability thing, though). It also needs to be pointed out that you only have 4 lands total that let Drowned Catacomb and Dragonskull Summit enter untapped; at that point they might as well not have that ability. Lastly, you aren't running any basics at all: if you use Field of Ruin's ability, you will be putting your opponent up one land on you. Combined with the fact you've only got 23 lands yourself, this makes it extremely risky to use if they manage to flip a Legion's LandingFlip or something early, as you may end up locking yourself out of the game.

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